I have a PC who wants to get the Diiro weapon from Gatekeeper. He thinks it's a good weapon for an assassin. I've found 4 so far, the three in the core book and the one from Gatekeeper.
Are there others and/or are there there rules for making them?
I have a PC who wants to get the Diiro weapon from Gatekeeper. He thinks it's a good weapon for an assassin. I've found 4 so far, the three in the core book and the one from Gatekeeper.
Are there others and/or are there there rules for making them?
The Lords of Nalhutta has some.
I'll have a look at the smuggler book, think I remember some there.
EDIT: Nope.
I don't think there are any official rules for making poisons, but I'd rule it something like this:
Set the price and rarity of the components based on what the poison does. Something that can kill in a single dose should cost 1000+ credits to manufacture. (Look at grenade prices to get an idea what's appropriate for different effects)
Make a medicine check against a difficulty equal to the desired difficulty of resisting the toxin with one automatic upgrade(for the inherent danger of handling toxins) to prepare the compound and apply it to a weapon.
2 advantages to upgrade the difficulty of resisting the toxin once.
2 threats to downgrade the difficulty of resisting the toxin once.
Triumph to create an additional dose.
Despair to poison yourself.
Edited by AetrionHmmm, I wonder how this tas-gawk! XD
Something like this?
6 hours ago, Blackbird888 said:Something like this?
I've seen those floating around before and thought they looked interesting. Has anyone ever played with them in a game? I'd love to hear your thoughts on their balance and impact on play. I've rolled up some doctor characters in the past, but they always seems a little lacking in depth with little to do in combat when nobody was hurt. These rules looked like an interesting way to give you a few more interesting things to do.
Please note that I am not looking to derail this thread by have an argument about the effectiveness of doctors in combat.
6 minutes ago, SladeWeston said:I've seen those floating around before and thought they looked interesting. Has anyone ever played with them in a game? I'd love to hear your thoughts on their balance and impact on play. I've rolled up some doctor characters in the past, but they always seems a little lacking in depth with little to do in combat when nobody was hurt. These rules looked like an interesting way to give you a few more interesting things to do.
Please note that I am not looking to derail this thread by have an argument about the effectiveness of doctors in combat.
I made them, but haven't been able to actually test them. I wrote it prior to the release of Special Modifications, but after Keeping the Peace, so I had an idea of how crafting would work, and tweaked some things (such as reducing the effectiveness of the strain reliever), but they've kind of fallen to the wayside.